DEV DIARY - March 2016
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- TenTonHammer
- Posts: 3806
Re: DEV DIARY - March 2016
heres a question gen, since t4 will have the most variety of set with anni to sov, is the plan to have the multi crest system of or still use the 2 crest system but let us buy any of the armor set peices with them?

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Re: DEV DIARY - March 2016
Nice journal, so good to see T4 again. I think I never checked that Greenskin fortres in live 

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- Genisaurus
- Former Staff
- Posts: 1054
Re: DEV DIARY - March 2016
tl;dr: it's a large amount of power to be giving out unchecked, before players have all the tools to mitigate it, and it makes us think about what kind of power difference we want to preserve.Shadowgurke wrote:Fair enough, thank you for your time.
One final question if I may ask, what stops you from not capping RR and just let people get the renown and farm the gear once it becomes available?
My first reaction is to say "nothing," but that's generally how I know which answer is wrong. So my convictions aren't strong with this answer, but I would say it's mostly the power gap between someone 40/40 and 40/80, even if they're wearing the same gear. On live, a player fresh into T4 had the option of leaving RvR for a bit to run dungeons and get gear that had no RR requirement to help close the power gap. We don't have that feature yet, but by gating RR through multiple releases, we can keep the overall power difference reasonable until the dungeons are done and that alternative is available.
At the end of the day though, there will eventually be a gap again, that's just part of the WAR experience. So that answer shouldn't be considered policy, it's just something I have to think about even if it ultimately isn't an issue. When we don't think about it, we wind up with unintended side-effects. As a good example of that: we now have to think about gear imbalances in lower tiers due to the debolster system. Both shifted caps and debolstering were in-demand changes independently, but they're not playing nice together in some cases right now.
Beyond that, I would say that it's a pretty established fact now that XP/RR gains in RvR are currently broken, and opening up the caps before we've had a chance to dial back the acquisition rate would probably be seen as a **** move once it's done.
Re: DEV DIARY - March 2016
i fixed the zone locks on the map to show correctly for tier 2 and tier 3 should be live soonTMnavis wrote: lots of text
Re: DEV DIARY - March 2016
Keep up the good work lads, I love you all for what you do to make WAR come alive again 
also cool for you to make a video dev diary, you got some really nice questions and answers in there!

also cool for you to make a video dev diary, you got some really nice questions and answers in there!
- kingofvrock
- Posts: 1
Re: DEV DIARY - March 2016
Loved the format of the DEV DIARY... and thanks to all of the DEVs for their hard work.
We are looking forward to T4!
We are looking forward to T4!
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Re: DEV DIARY - March 2016
First of all: really enjoyed the dev diary, it allows much better insight into the development of RoR than posts on the forum alone (26 minutes of a well thought out and structured monolog), and the roadmap does induce a certain sense of euphoria.
Now to address a few things mentioned in the dev diary:

Now to address a few things mentioned in the dev diary:
- T4 sounds amazing and if it does come next month that's amazing, but I think everyone understands that the development team has lives to live as well, so my personal opinion: take the time you need.
- You mentioned RR100, Doomflayer and Warpforged will never enter RoR, if I recall correctly. Although initially taken aback a bit, I support this move as I actually never really got past rr88 and I thought the rr80 endgame already was very entertaining in WAR (with sovereign being the best set out there!). My question: does this also mean the Doomflayer and Warpforged Sets will never be implemented for some other purpose (visual for example)?
- You haven't really said anything about Land of the Dead. I dreaded and loved this area at the same time, but in the end I think I would enjoy seeing it in game. Any plans for LoTD out there?
To the devs: a big thanks for your effort with RoR!


Re: DEV DIARY - March 2016
Sorry, that I bothered you with so many questions and thanks for patiently answering them 
regarding the vendors, titles would already be a great help - would prefer my own post in regards to that of course, but this alone would save me a while every time I check gear.
regarding tactics: there is some power in the slots, that is not covered by the bolster(from what I saw) - similar to the other stuff it's just trying to reduce the chances of people getting stomped with the least effect in T1
regarding the power gap: I'm mostly worried about T4 there. While there is currently a noticeable gap between min and max rank, there is not as much choice within that as there will(from the sounds of it) be in t4. As mentioned before, I don't believe there needs to be a huge power gain, since even the tiny stats of the real-money-pets were quite commonly seen.
regarding the third set: I'd actually expect something in between the other two, less offence and less defence, since actually hitting stuff can be hard with next to no offensive stats. TBH, I would also like abilities(similar to the sovereign ones) added to sets to make them different, then you don't need to redesign all stats.

regarding the vendors, titles would already be a great help - would prefer my own post in regards to that of course, but this alone would save me a while every time I check gear.
regarding tactics: there is some power in the slots, that is not covered by the bolster(from what I saw) - similar to the other stuff it's just trying to reduce the chances of people getting stomped with the least effect in T1
regarding the power gap: I'm mostly worried about T4 there. While there is currently a noticeable gap between min and max rank, there is not as much choice within that as there will(from the sounds of it) be in t4. As mentioned before, I don't believe there needs to be a huge power gain, since even the tiny stats of the real-money-pets were quite commonly seen.
regarding the third set: I'd actually expect something in between the other two, less offence and less defence, since actually hitting stuff can be hard with next to no offensive stats. TBH, I would also like abilities(similar to the sovereign ones) added to sets to make them different, then you don't need to redesign all stats.
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